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tests: Fix ShadingRateEXTTest.FragmentShadingRatePrimitive

The test ShadingRateEXTTest.FragmentShadingRatePrimitive has several
errors:

1. The uniform 'u_color' is not set to any value.
2. The test incorrectly assumes GL_SHADING_RATE_1X1_PIXELS_EXT results
   in the GLSL built-in 'gl_ShadingRateEXT' having a non-zero value.
3. The test attempts to validate the GL_SHADING_RATE_2X2_PIXELS_EXT
   behavior, but never calls glShadingRateEXT() with this value.
4. kSimplePrimitiveShadingRateGS needs to set gl_PrimitiveShadingRateEXT
   each iteration of the loop, rather than just once, due to the
   EmitVertex() call which resets all output variables to undefined
   values.

Once these issues are fixed, the test passes.

Bug: b/450024489
Bug: angleproject:444980424
Test: ShadingRateEXTTest.FragmentShadingRatePrimitive
Change-Id: If3b9379d4aac97bb106cc0b04550068cd0783a94
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/7027991
Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
Commit-Queue: Tim Van Patten <timvp@google.com>
2 files changed
tree: 2dd774066137025ceb8fc818def1904639fbd999
  1. android/
  2. build_overrides/
  3. doc/
  4. extensions/
  5. gni/
  6. include/
  7. infra/
  8. samples/
  9. scripts/
  10. src/
  11. third_party/
  12. tools/
  13. util/
  14. .clang-format
  15. .clang-format-ignore
  16. .git-blame-ignore-revs
  17. .gitattributes
  18. .gitignore
  19. .gitmodules
  20. .gn
  21. .style.yapf
  22. .vpython
  23. .vpython3
  24. .yapfignore
  25. additional_readme_paths.json
  26. Android.mk
  27. AUTHORS
  28. BUILD.gn
  29. codereview.settings
  30. CONTRIBUTORS
  31. DEPS
  32. DIR_METADATA
  33. dotfile_settings.gni
  34. LICENSE
  35. OWNERS
  36. PRESUBMIT.py
  37. README.chromium
  38. README.md
  39. unsafe_buffers_paths.txt
  40. WATCHLISTS
README.md

ANGLE - Almost Native Graphics Layer Engine

The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0, 3.0 and 3.1 to Vulkan, desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Future plans include ES 3.2, translation to Metal and MacOS, Chrome OS, and Fuchsia support.

Level of OpenGL ES support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
OpenGL ES 2.0completecompletecompletecompletecompletecomplete
OpenGL ES 3.0completecompletecompletecompletecomplete
OpenGL ES 3.1incompletecompletecompletecomplete
OpenGL ES 3.2in progressin progresscomplete

Additionally, OpenGL ES 1.1 is implemented in the front-end using OpenGL ES 3.0 features. This version of the specification is thus supported on all platforms specified above that support OpenGL ES 3.0 with known issues.

Platform support via backing renderers

Direct3D 9Direct3D 11Desktop GLGL ESVulkanMetal
Windowscompletecompletecompletecompletecomplete
Linuxcompletecomplete
Mac OS Xcompletecomplete [1]
iOScomplete [2]
Chrome OScompleteplanned
Androidcompletecomplete
Fuchsiacomplete

[1] Metal is supported on macOS 10.14+

[2] Metal is supported on iOS 12+

ANGLE v1.0.772 was certified compliant by passing the OpenGL ES 2.0.3 conformance tests in October 2011.

ANGLE has received the following certifications with the Vulkan backend:

  • OpenGL ES 2.0: ANGLE 2.1.0.d46e2fb1e341 (Nov, 2019)
  • OpenGL ES 3.0: ANGLE 2.1.0.f18ff947360d (Feb, 2020)
  • OpenGL ES 3.1: ANGLE 2.1.0.f5dace0f1e57 (Jul, 2020)
  • OpenGL ES 3.2: ANGLE 2.1.2.21688.59f158c1695f (Sept, 2023)

ANGLE also provides an implementation of the EGL 1.5 specification.

ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Vulkan GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

OpenCL Implementation

In addition to OpenGL ES, ANGLE also provides an optional OpenCL runtime built into the same output GLES lib.

This work/effort is currently work-in-progress/experimental.

This work provides the same benefits as the OpenGL implementation, having OpenCL APIs be translated to other HW-supported APIs available on that platform.

Level of OpenCL support via backing renderers

VulkanOpenCL
OpenCL 1.0in progressin progress
OpenCL 1.1in progressin progress
OpenCL 1.2in progressin progress
OpenCL 3.0in progressin progress

Each supported backing renderer above ends up being an OpenCL Platform for the user to choose from.

The OpenCL backend is a “passthrough” implementation which does not perform any API translation at all, instead forwarding API calls to other OpenCL driver(s)/implementation(s).

OpenCL also has an online compiler component to it that is used to compile OpenCL C source code at runtime (similarly to GLES and GLSL). Depending on the chosen backend(s), compiler implementations may vary. Below is a list of renderers and what OpenCL C compiler implementation is used for each:

  • Vulkan : clspv
  • OpenCL : Compiler is part of the native driver

Sources

ANGLE repository is hosted by Chromium project and can be browsed online or cloned with

git clone https://chromium.googlesource.com/angle/angle

Building

View the Dev setup instructions.

Contributing